Vector Thrust

Vector Thrust

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Gel214th Aug 30, 2014 @ 7:41am
Mouse control?
Can I fly the aircraft with the mouse?
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Showing 1-15 of 31 comments
Broadsword Aug 30, 2014 @ 7:57am 
You can map controls to mouse left, right, up, and down, so, in theory, you can.
Het Aug 30, 2014 @ 4:29pm 
I haven't tried mouse control since the Alpha, and you definitely can. Not sure if the hilarious flap animations have been fixed though.
Gel214th Aug 31, 2014 @ 7:04am 
I was actually thinking whether mouse control is supported, the way it is in War Thunder. It isn't remapping controls, there is an actual mechanism for moving the mouse, and the plane follows the movement.
Broadsword Aug 31, 2014 @ 7:20am 
There is nothing like War Thunder's instructor, and I don't think it's planned to be implemented?
Mag1cWalker Sep 7, 2014 @ 3:14am 
Is there any way to change mouse sensitivity?
timeSymmetry  [developer] Sep 8, 2014 @ 2:47am 
Originally posted by Mag1cWalker:
Is there any way to change mouse sensitivity?

No but it can be added.


I notice mouse control is a highly requested feature so I’m sure that it will be added some time soon.
Can you tell me other games that do this right besides War Thunder?

Het Sep 8, 2014 @ 2:51am 
HAWX?
Mag1cWalker Sep 8, 2014 @ 4:55am 
Exactly HAWX and Warthunder.
Broadsword Sep 8, 2014 @ 10:06am 
ArmA 2: Combined Ops (base game or Operation Arrowhead), ArmA 3 (F/A-18 mod was where I was getting my Ace Combat fix on the PC for awhile), Battlefield 2, Battlefield 2142, to a lesser degree Star Citizen's Arena Commander module (hit Ctrl+F and you'll get good mouse control after initiation; ask really nicely and I can possibly round up an account with a 300i for TimeS to borrow)

War Thunder's mouse control (Instructor) is not the the epitome of mouse control for flight games, it's sort of the opposite if we're being really cut and dry on the matter. Allowing 'mouse aim' with the guns is a sure way to ruin the effectiveness of a lot of maneuvers, especially while keeping in mind that this game was built from the ground up for first order controls.

ArmA's 'left turn' and 'right turn' controls in the flight mechanics might be particularly interesting to you, TS, especially if you play around with the helicopters: at low speeds you get yaw, at high speeds you get banking, and the point at which it switches between them is surprisingly intuitive and effective.
Last edited by Broadsword; Sep 8, 2014 @ 10:07am
endcrab Sep 8, 2014 @ 5:55pm 
I agree with Boogie Van on mouse control being a bad thing for these games. If anyone here has played freelancer, that game has mouse controls that are TOO easy and effective. That control style makes using a controller or stick the worse option and I oppose it in any serious combat flight game.
Ibizen Thoth Sep 9, 2014 @ 12:28am 
I would like to make a distinction between mouse control and mouse aim right now. Mouse aim is a square, with mouse control being a rectangle. Mouse aim is only one form of mouse control, and it is probably not a good idea for this game.

Warthunder's mouse aim with instructor leads to pointing battles and generally reduces the skill needed in players to play, especially in arcade, as they can succeed if they are very good in head ons. It may be intuitive, but it hits the same difficulties as implementing something like novice controls from Ace Combat.

To be honest, I have fairly little experience with mouse control in most any flight games, so I've only got my armchair suggestions for what I "think" might work. I would personally want something that emulates a joystick control, where pulling my mouse a certain direction means my aircraft turns/rolls in that direction until I bring my mouse back to zero, with distance pulled being proportional to turn/roll rate and constrained by a circle much like how one hits the limit on a stick.
Broadsword Sep 9, 2014 @ 1:57am 
Try out Battlefield 2's jets/2142's VTOL gunships, you'll be pleasantly surprised - it's not exactly what you want, roll and pitch is in relation to how much you move the mouse and will settle after you stop moving your mouse that direction, but it's basically that.
Last edited by Broadsword; Sep 9, 2014 @ 1:57am
Ibizen Thoth Sep 9, 2014 @ 2:15am 
At all similar to BF3 or 4? I don't own any of the older games, unfortunately.
Broadsword Sep 9, 2014 @ 2:54am 
I haven't played BF3, but mouse y is pitch, mouse x is roll, A is left yaw, D right, W accelerate, and S to decelerate, shift for afterburner, etc.
Gel214th Sep 9, 2014 @ 6:10pm 
Basically Mouse Control is going to be when you move the mouse, the plane tries to follow the mouse movement. It is not a direct translation of up/down/left/right.

There are third party programs that can translate up/down/left/right to arrow keys or something. That's not what integrated mouse control is, or what I am thinking about.

War Thunder is a great example.

The way vehicles behave in HALO is another great example. The plane would turn as best it can to where you "look" with the mouse. THerefore there needs to be some AI written for the aircraft .

And of course, if you keep the mouse off "center" and keep "looking" the plane keeps turning, or climbing etc. It isn't a 1 to 1 movement at all.

It just would make everything a lot more accessible to a wider group of people. When someone feels ready they can go out and get a joystick, and figure how they are going to work that into their desk layout lol :)

Here is a clip from Freelancer showing an example of a "continuous mouse" type movement https://www.youtube.com/watch?v=PUcMsPt68Ws

In a flight sim, the game would need to be aware to know that if I was banking perpendicular to the horizon, and I moved down, it would need to roll the plane, to move in that direction. If I was banking right in a hard right, and I suddenly flick left the game would need to know to roll left and then bank depending on the severity of my movement. So for a flight sim there is more that would need to go into the control scheme. Some intelligence would have to be built in to take into account ailerons, rudder and elevators.

You would seldom want to move the mouse controller quickly below the horizon, and have this result in the plane flying flat and nosing over. The negative Gs would kill you. Instead the flight AI would know that this requires a roll and basically pulling the stick into your chest to break hard.

Alternately, if I gently move the mouse below the horizon, then hey sure nose down...that's well within the flight parameters.

And here's an example of War Thunder controls https://www.youtube.com/watch?v=s-3CYiqLPvE
This requires combining WASD controls with the mouse to turn and bank sharply.
Last edited by Gel214th; Sep 9, 2014 @ 7:00pm
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Date Posted: Aug 30, 2014 @ 7:41am
Posts: 31